Shadow Generations Shaders - Common dpnm: Difference between revisions
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{{DISPLAYTITLE:Shadow Generations Shaders - Common_dpnm}} | {{DISPLAYTITLE:Shadow Generations Shaders - Common_dpnm}} | ||
{{SXSG Shader Behavior | |||
| model=2 | |||
}} | |||
[[Shadow Generations Shaders|Return to shaders list]] | [[Shadow Generations Shaders|Return to shaders list]] | ||
A standard PBR shader, with an additional | A standard PBR shader, with an additional mask texture to apply a color decal. | ||
=== Related shaders === | === Related shaders === | ||
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== Behavior == | == Behavior == | ||
The <code>diffuse [1]</code> texture is a mask that controls the visibility of the <code>diffuse</code> parameter color, which gets multiplied with the <code>diffuse</code> texture color. | |||
This is useful if you want to animate specific regions of a material. | |||
== Textures == | == Textures == | ||
{| | {{Shader Texture Table Header}} | ||
| | |||
!<code>diffuse</code> | |||
|0||0||[[Hedgehog Engine 2 - Textures#Albedo|Albedo]] | |||
|colspan="3"|[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Albedo|Albedo]] color | |||
|Transparency | |||
|- | |- | ||
!<code>diffuse</code> | |||
|1||0||Mask | |||
|Controls the visibility of the diffuse parameter color | |||
|N/A||N/A||N/A | |||
|- | |- | ||
!<code>specular</code> | |||
|0||0||[[Hedgehog Engine 2 - Textures#PRM|PRM]] | |||
| [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Specular|Specular]] factor (multiplied by 0.25) | |||
| [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Smoothness|Smoothness]] factor | |||
| [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Metallic|Metallic]] factor | |||
| [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Ambient Occlusion|Ambient Occlusion]] | |||
|- | |- | ||
!<code>normal</code> | |||
|0||0||[[Hedgehog Engine 2 - Textures#Normal map|Normal map]] | |||
|colspan="2"|Normal map direction | |||
|0 | |N/A||N/A | ||
| | |||
|} | |} | ||
== Parameters == | == Parameters == | ||
{ | {{Shader Parameter Table Header}} | ||
|<code>diffuse</code> | |<code>diffuse</code> | ||
|colspan="3"| (RGB) Color | |colspan="3"| (RGB) Color multiplied with the sampled diffuse texture color based on <code>diffuse [1]</code> | ||
| N/A | | N/A | ||
|} | |} | ||
== Vertex Colors == | |||
* Color is multiplied into the <code>diffuse</code> texture color* | |||
** *Exception: The model is using vertex animation textures | |||
* Alpha is multiplied into the <code>diffuse</code> texture alpha. | |||
== Technical == | == Technical == | ||
Uses the default vertex shader. | |||
Uses the [[Shadow_Generations_Shaders_-_common_vs|default vertex shader]]. | |||
{| class="mw-collapsible mw-collapsed wikitable" width="300px" | {| class="mw-collapsible mw-collapsed wikitable" width="300px" |
Latest revision as of 22:01, 10 August 2025
Shader Behavior Overview
Shader model:
A standard PBR shader, with an additional mask texture to apply a color decal.
Related shaders
Behavior
The diffuse [1]
texture is a mask that controls the visibility of the diffuse
parameter color, which gets multiplied with the diffuse
texture color.
This is useful if you want to animate specific regions of a material.
Textures
Name | Index | UV Index | Kind | Red | Green | Blue | Alpha |
---|---|---|---|---|---|---|---|
diffuse
|
0 | 0 | Albedo | Albedo color | Transparency | ||
diffuse
|
1 | 0 | Mask | Controls the visibility of the diffuse parameter color | N/A | N/A | N/A |
specular
|
0 | 0 | PRM | Specular factor (multiplied by 0.25) | Smoothness factor | Metallic factor | Ambient Occlusion |
normal
|
0 | 0 | Normal map | Normal map direction | N/A | N/A |
Parameters
Name | X | Y | Z | W |
---|---|---|---|---|
diffuse
|
(RGB) Color multiplied with the sampled diffuse texture color based on diffuse [1]
|
N/A |
Vertex Colors
- Color is multiplied into the
diffuse
texture color*- *Exception: The model is using vertex animation textures
- Alpha is multiplied into the
diffuse
texture alpha.
Technical
Uses the default vertex shader.
Shader Features |
---|
is_compute_instancing
|
is_use_tex_srt_anim
|
enable_deferred_rendering
|
enable_alpha_threshold
|
is_use_gi_prt
|
is_use_gi_sg
|
is_use_gi
|
Gallery
-
Using Common_dpnm to overlay a red color over a ground texture using the Hedgedocs logo